Leave Reality at Home

One of the most contentious issues surrounding criticisms of many forms of media, particularly in films and videogames, is the issue of realism. How realistic a videogame is, how accurately it replicates the world around us both visually and thematically, is the most frequently cited factor in determining how immersive a game is, how much you ‘get into it’, and films that keep their feet very much in the real world delight both nerds and film critics alike by responding favourably to their nit-picking. But the place of realism in these media is not a simple question of ‘as much realism as possible is better’; finding the ideally realistic situation (which is a phrase I totally didn’t just make up) is a delicate balance that can vary enormously from one product to another, and getting that balance right is frequently the key to success.

That too much realism can be a bad thing can be demonstrated quite easily on both a thematic and visual front. To deal with the visual sphere of things first, I believe I have talked before about ‘the uncanny valley’, which is originated as a robotics term first hypothesised by Japanese roboticist Masahiro Mori. The theory, now supported by research from the likes of Hiroshi Ishiguro (who specialises in making hyper-realistic robots), states that as a robot gets steadily more and more human in appearance, humans tend to react more favourably to it, until we reach a high point of a stylised, human-like appearance that is nonetheless clearly non-human. Beyond this point, however, our reactions to such a robot get dramatically worse, as the design starts to look less like a human-like robot and more like a very weird looking human, until we get to the point at which the two are indistinguishable from one another and we reach another peak. This dip in positive reacton, the point where faces start to look ‘creepy’, is known as the uncanny valley, and the principle can be applied just as easily to computer graphics as it can to robots. The main way of overcoming the issue involves a careful design process intended to stylise certain features; in other words, the only way to make something quite realistic not look creepy is to make it selectively less realistic. Thus, hyper-realism is not always the way forward in drawn/animated forms of media, and won’t be until the magical end-goal of photorealistic graphics are achieved. If that ever happens.

However, the uncanny valley is far less interesting than the questions that arise when considering the idea of thematic realism (which I again totally didn’t just make up). These are the extent to which stories are realistic, or aspects of a story, or events in a film and somesuch, and here we arrive at an apparent double standard. Here, our evidence comes from nerds; as we all know, film nerds (and I suspect everyone else if they can find them) delight in pointing out continuity errors in everything they watch (a personal favourite is the ‘Hollywood’ sign in the remake of The Italian Job that quite clearly says OHLLYWOOD at one camera angle), and are prepared to go into a veritable tizz of enjoyment when something apparently implausible is somehow able to adhere fastidiously to the laws of physics. Being realistic is clearly something that can add a great deal to a film, indicating that the director has really thought about this; not only is this frequently an indicator of a properly good film, but it also helps satisfy a nerd’s natural desire to know all the details and background (which is the reason, by the way, that comic books spend so much of their time referencing to overcomplicated bits of canon).

However, evidence that reality is not at the core of our enjoyment when it comes to film and gaming can be quite easily revealed by considering the enormous popularity of the sci-fi and fantasy genres. We all of course know that these worlds are not real and, despite a lot of the jargon spouted in sci-fi to satisfy the already mentioned nerd curiosity, we also know that they fundamentally cannot be real. There is no such thing as magic, no dilithium crystals, no hyperspace and no elves, but that doesn’t prevent the idea of them from enjoying massive popularity from all sides. I mean, just about the biggest film of last summer was The Avengers, in which a group of superheroes fight a group of giant monsters sent through a magical portal by an ancient Norse god; about as realistic as a tap-dancing elephant, and yet most agreed as to the general awesomeness of that film. These fantastical, otherworldly and/or downright ridiculous worlds and stories have barely any bearing on the real world, and yet somehow this somehow makes it better.

The key detail here is, I think, the concept of escapism. Possibly the single biggest reason why we watch films, spend hours in front of Netflix, dedicate days of our life to videogames, is in pursuit of escapism; to get away from the mundaneness of our world and escape into our own little fantasy. We can follow a super-soldier blasting through waves of bad guys such as we all dream to be able to do, we can play as a hero with otherworldly magic at our fingertips , we can lead our sports teams to glory like we could never do in real life. Some of these stories take place in a realistic setting, others in a world of fantasy, yet in all the real pull factor is the same; we are getting to play or see a world that we fantasise about being able to live ourselves, and yet cannot.

The trick of successfully incorporating reality into these worlds is, therefore, one of supporting our escapism. In certain situations, such as in an ultra-realistic modern military shooter, an increasingly realistic situation makes this situation more like our fantasy, and as such adds to the immersion and the joy of the escapism; when we are facing challenges similar to those experienced by real soldiers (or at least the over-romanticised view of soldiering that we in fact fantasise about, rather than the day-to-day drudgery that is so often ignored), it makes our fantasy seem more tangible, fuelling the idea that we are, in fact, living the dream. On the other hand, applying the wrong sort of realism to a situation (like, say, not being able to make the impossible jumps or failing to have perfect balance) can kill the fantasy, reminding us just as easily as the unreality of a continuity error that this fantasy we are entertaining cannot actually happen, reminding us of the real world and ruining all the fun. There is, therefore, a kind of thematic uncanny valley as well; a state at which the reality of a film or videogame is just… wrong, and is thus able to take us out of the act of escapism. The location of this valley, however, is a lot harder to plot on a graph.

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Copyright Quirks

This post is set to follow on from my earlier one on the subject of copyright law and its origins. However, just understanding the existence of copyright law does not necessarily premeditate the understanding of the various complications, quirks and intricacies that get people quite so angry about it- so today I want to explore a few of these features that get people so annoyed, and explain why and how they came to be.

For starters, it is not in the public interest for material to stay forever copyrighted, for the simple reason that stuff is always more valuable if freely in the public domain as it is more accessible for the majority. If we consider a technological innovation or invention, restricting its production solely to the inventor leaves them free to charge pretty much what they like, since they have no competition to compete with. Not only does this give them an undesirable monopoly, it also restricts that invention from being best used on a large scale, particularly if it is something like a drug or medicine. Therefore, whilst a copyright obviously has to exist in order to stimulate the creation of new stuff, allowing it to last forever is just asking for trouble, which is why copyrights generally have expiry times. The length of a copyright’s life varies depending on a product- for authors it generally lasts for their lifetime plus a period of around 70 years or so to allow their family to profit from it (expired copyright is the reason that old books can be bought for next to nothing in digital form these days, as they cost nothing to produce). For physical products and, strangely, music, the grace period is generally both fixed and shorter (and dependent on the country concerned), and for drugs and pharmaceuticals it is just ten years (drugs companies are corrupt and profit-obsessed enough without giving them too long to rake in the cash).

Then, we encounter the fact that a copyright also represents a valuable commodity, and thus something that can potentially be put up for sale. You might think that allowing this sort of thing to go on is wrong and is only going to cause problems, but it is often necessary. Consider somebody who owns the rights to a book, and wants someone to make a film out of it, partly because they may be up for a cut of the profits and will gain money from the sale of their rights, but also because it represents a massive advertisement for their product. They, therefore, want to be able to sell part of the whole ‘right to publish’ idea to a film studio who can do the job for them, and any law prohibiting this is just pissing everybody off and preventing a good film from potentially being made. The same thing could apply to a struggling company who owns some valuable copyright to a product; the ability to sell it not only offers them the opportunity to make a bit of money to cover their losses, but also means that the product is more likely to stay on the free market and continue being produced by whoever bought the rights. It is for this reason legal for copyright to be traded between various different people or groups to varying degrees, although the law does allow the original owner to cancel any permanent trade after 35 years if they want to do something with the property.

And what about the issue of who is responsible for a work at all?  One might say that it is simply the work of the author/inventor concerned, but things are often not that simple. For one thing, innovations are often the result of work by a team of people and to restrict the copyright to any one of them would surely be unfair. For another, what if, say, the discovery of a new medical treatment came about because the scientist responsible was paid to do so, and given all the necessary equipment and personnel, by a company. Without corporate support, the discovery could never have been made, so surely that company is just as much legally entitled to the copyright as the individual responsible? This is legally known as ‘work made for hire’, and the copyright in this scenario is the property of the company rather than the individual, lasting for a fixed period (70 years in the US) since the company involved is unlikely to ‘die’ in quite the same predictable lifespan of a human being, and is unlikely to have any relatives for the copyright to benefit afterwards. It is for this reason also that companies, rather than just people, are allowed to hold copyright.

All of these quirks of law are undoubtedly necessary to try and be at least relatively fair to all concerned, but they are responsible for most of the arguments currently put about pertaining to ‘why copyright law is %&*$ed up’. The correct length of a copyright for various different stuff is always up for debate, whether it be musicians who want them to get longer (Paul McCartney made some complaints about this a few years ago), critics who want corporate ones to get shorter, or morons who want to get rid of them altogether (they generally mean well, but anarchistic principles today don’t either a) work very well or b) attract support likely to get them taken seriously). The sale of copyright angers a lot of people, particularly film critics- sales of the film rights for stuff like comic book characters generally include a clause requiring the studio to give it back if they don’t do anything with it for a few years. This has resulted in a lot of very badly-made films over the years which continue to be published solely because the relevant studio don’t want to give back for free a valuable commodity that still might have a few thousand dollars to be squeezed out of it (basically, blame copyright law for the new Spiderman film). The fact that both corporations and individuals can both have a right to the ownership of a product (and even the idea that a company can claim responsibility for the creation of something) has resulted in countless massive lawsuits over the years, almost invariably won by the biggest publishing company, and has created an image of game developers/musicians/artists being downtrodden by big business that is often used as justification by internet pirates. Not that the image is inaccurate or anything, but very few companies appear to realise that this is why there is such an undercurrent of sympathy for piracy on the internet and why their attempts to attack it through law have met with quite such a vitriolic response (as well as being poorly-worded and not thought out properly).

So… yeah, that’s pretty much copyright, or at least why it exists and people get annoyed about it. There are a lot of features concerning copyright law that people don’t like, and I’d be the last to say that it couldn’t do with a bit of bringing up to date- but it’s all there for a reason and it’s not just there because suit-clad stereotypes are lighting hundred dollar cigars off the arse of the rest of us. So please, when arguing about it, don’t suggest anything should just go without thinking of why it’s there in the first place.